Siruan Posted June 14, 2025 Posted June 14, 2025 27 minutes ago, sheson said: This is unrelated to graphics drivers. So it happened at least twice. Do you remember if it was the same worldspace and record? Delete all old logs. Run this test version https://mega.nz/file/ZBwHjRTS#lO3GYX9wfo0wwQ01CELqfw4GbMIbhbbTglT5Zu--ELg just once. Report if it works. The integer overflow happened only once, sorry for the misunderstanding.
luoxuangou Posted June 15, 2025 Posted June 15, 2025 (edited) NID 37061, I have already reported this issue on the original mod's page, but I'm not sure if it's appropriate to mention it here as well. However, just to be safe, I wanted to bring it up. ENB Water ver 2.07: When selecting CS ENB Water, TexGen throws an error while generating cache: *"textures/effects/fxwatertile06_n.dds"*. This issue does not occur when selecting non-CS Water. The latest version of ENB Water has fixed this issue, according to the author. Edited June 15, 2025 by luoxuangou
sheson Posted June 15, 2025 Author Posted June 15, 2025 1 hour ago, luoxuangou said: NID 37061, I have already reported this issue on the original mod's page, but I'm not sure if it's appropriate to mention it here as well. However, just to be safe, I wanted to bring it up. ENB Water ver 2.07: When selecting CS ENB Water, TexGen throws an error while generating cache: *"textures/effects/fxwatertile06_n.dds"*. This issue does not occur when selecting non-CS Water. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug log to upload when making posts. TexGen is not generating a cache but "output" containing textures. Do you mean there is an error message that says: Error: File not found textures\effects\fxwatertile06_n.dds. If you search for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search, we can find https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-191/page/355/#findComment-265251. I suppose there is a new install option that does not use/install that texture anymore. So the TexGen configs will need to be updated accordingly. This should be addressed in the next alpha version.
Dimon Posted June 19, 2025 Posted June 19, 2025 I'm writing this post with hope that more experienced users will help me to understand what I am doing wrong. I am trying generate 3d lod for trees(at least for lod level 4), but despite checking hd tree billboards in TEXGEN and ultra tree in DynDOLOD and having "level0" for Lod4 mesh rule, I am still getting 2d billboards. I also struggle to figure out how to make distant mountains(Lod level 8 and higher) to use custom textures. I use Pfusher's Mountain Retexture with darker textures which looks better in close up like me, but game seems to keep using vanilla models.
aazz Posted June 19, 2025 Posted June 19, 2025 Hello, I always appreciate you. I have one question for you today. https://imgur.com/1IB7x5m https://imgur.com/a/9lR6ffL When using complex grass, is it normal for distant grass lods to look like this? The disparity between the lod grass and the nearby grass seems a bit severe. Did I do something wrong?? https://imgur.com/jxCF5hr Also, as I move, this border between the lod and the grass near it appears and then disappears. Did I do something wrong?
sheson Posted June 19, 2025 Author Posted June 19, 2025 24 minutes ago, aazz said: Hello, I always appreciate you. I have one question for you today. https://imgur.com/1IB7x5m https://imgur.com/a/9lR6ffL When using complex grass, is it normal for distant grass lods to look like this? The disparity between the lod grass and the nearby grass seems a bit severe. Did I do something wrong?? https://imgur.com/jxCF5hr Also, as I move, this border between the lod and the grass near it appears and then disappears. Did I do something wrong? Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. What disparity do you mean exactly? https://dyndolod.info/Help/Grass-LOD Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards The LOD billboards are typically used for a simple 2 plane model crossing like an X if viewed from top. Each grass full model that can have many triangles/planes is represented by this 2 plane X billboard instead, so that disparity is expected. You need to make sure the game renders the full grass to the edge of where grass LOD starts. Typically that is achieved by setting the same Mode for DynDOLOD and DynDOLOD-Grass-Mode setting in the NGIO config file. See https://dyndolod.info/Help/Grass-LOD#Gap-between-full-grass-and-grass-LOD.
aazz Posted June 19, 2025 Posted June 19, 2025 14 minutes ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. What disparity do you mean exactly? https://dyndolod.info/Help/Grass-LOD Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards The LOD billboards are typically used for a simple 2 plane model crossing like an X if viewed from top. Each grass full model that can have many triangles/planes is represented by this 2 plane X billboard instead, so that disparity is expected. You need to make sure the game renders the full grass to the edge of where grass LOD starts. Typically that is achieved by setting the same Mode for DynDOLOD and DynDOLOD-Grass-Mode setting in the NGIO config file. See https://dyndolod.info/Help/Grass-LOD#Gap-between-full-grass-and-grass-LOD. Thank you very much for your answer. First I wanted to know if this is normal or if I did something wrong. Thank you for saying it is normal. The discrepancy I see is that the grass near you is brown, while the grass far away is green. According to the guide, adjusting the direct/ambient values in texgen should solve the problem, but after trying multiple times, I found that adjusting these values does not narrow the color difference. And for NGIO, if DynDOLOD-Grass-Mode=1 is set, shouldn't dyndolod be run in mode 1? Is there anything else that needs to be set separately? I don't know much about other things
sheson Posted June 19, 2025 Author Posted June 19, 2025 1 hour ago, aazz said: Thank you very much for your answer. First I wanted to know if this is normal or if I did something wrong. Thank you for saying it is normal. The discrepancy I see is that the grass near you is brown, while the grass far away is green. According to the guide, adjusting the direct/ambient values in texgen should solve the problem, but after trying multiple times, I found that adjusting these values does not narrow the color difference. And for NGIO, if DynDOLOD-Grass-Mode=1 is set, shouldn't dyndolod be run in mode 1? Is there anything else that needs to be set separately? I don't know much about other things No logs were provided. In that case see https://dyndolod.info/Help/Grass-LOD#Settings In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times. When using complex grass and the side facing away from the light direction is too dark it can be brightened with the backlightmask. In the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini set ComplexGrassBillboard=5 and set ComplexGrassBacklightMask to a value like 25, which means 25% of the light is applied to the side facing away from the light source. If the result is too dark, raise the value. If the result is too bright, lower the value. This also depends on the used grass mods. You might be able to find past posts here or on the mods pages or even modding guides suggesting values for the brightness settings to try. Make sure to also read https://dyndolod.info/Help/Grass-LOD#Updating to spend less time testing different values. Use tll in console to toggle LOD off and on. Then the border to where full grass should be rendered by the game/NGIO and where grass LOD starts should be obvious.
z929669 Posted June 19, 2025 Posted June 19, 2025 6 hours ago, Dimon said: I'm writing this post with hope that more experienced users will help me to understand what I am doing wrong. I am trying generate 3d lod for trees(at least for lod level 4), but despite checking hd tree billboards in TEXGEN and ultra tree in DynDOLOD and having "level0" for Lod4 mesh rule, I am still getting 2d billboards. I also struggle to figure out how to make distant mountains(Lod level 8 and higher) to use custom textures. I use Pfusher's Mountain Retexture with darker textures which looks better in close up like me, but game seems to keep using vanilla models. Please post your DynDOLOD logs, so that we can assist. There's most likely a very simple solution among many potential issues, and the logs will provide the needed details.
z929669 Posted June 19, 2025 Posted June 19, 2025 2 hours ago, aazz said: Thank you very much for your answer. First I wanted to know if this is normal or if I did something wrong. Thank you for saying it is normal. The discrepancy I see is that the grass near you is brown, while the grass far away is green. According to the guide, adjusting the direct/ambient values in texgen should solve the problem, but after trying multiple times, I found that adjusting these values does not narrow the color difference. And for NGIO, if DynDOLOD-Grass-Mode=1 is set, shouldn't dyndolod be run in mode 1? Is there anything else that needs to be set separately? I don't know much about other things Also see our latest baseline-recommended settings for matching complex grass LOD with full grass LOD in the Step 2.4 dev guide and DynDOLOD settings. These recommendations pertain to the Step build, which is not supported by DynDOLOD Support, but they should provide some details in addition to the information provided by sheson.
sheson Posted June 19, 2025 Author Posted June 19, 2025 7 hours ago, Dimon said: I'm writing this post with hope that more experienced users will help me to understand what I am doing wrong. I am trying generate 3d lod for trees(at least for lod level 4), but despite checking hd tree billboards in TEXGEN and ultra tree in DynDOLOD and having "level0" for Lod4 mesh rule, I am still getting 2d billboards. I also struggle to figure out how to make distant mountains(Lod level 8 and higher) to use custom textures. I use Pfusher's Mountain Retexture with darker textures which looks better in close up like me, but game seems to keep using vanilla models. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Help/Ultra-Tree-LOD#Requirements Ultra tree LOD requires tree LOD billboards generated by TexGen. In case 3D tree LOD is desired, 3D tree LOD models need to be installed in the load order. If a 3D LOD model is not available for a tree, the tree LOD billboard will be used automatically in its place. It is unclear if or which tree mod(s) are being used and if 3D tree LOD model exist and/or are installed for them. See https://dyndolod.info/Help/Ultra-Tree-LOD#Generating, in particular this and what follows: While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures. Doing a quick check the mod does not contain those updated LOD textures.
gios4ma Posted June 19, 2025 Posted June 19, 2025 Vortex deployment blocked because Lux Orbis is incompatible with Dyndolod Resources 3.00
Dimon Posted June 19, 2025 Posted June 19, 2025 Thanks for answers, here is my general log and tree log file. I may have got it wrong, but I thought that you need to keep all mods you want lod generated for enabled and included in load order, so program may read them and took models from mod to generate lod of them. Maybe there need to be some additional resources, but I thought tool will use native mod models to create their lod. If I may ask I also have question about grass lod. I have succesfully it generated, but as move through world cells and previously inactive cells with lod being loaded - grass lod rapidly disapears and after some time full models come to its place. I expected that first full models would be loaded before lod being unloaded. Not to mention that full grass models should already be in memory as they are already placed and displayed in active cells, as well as grass placement cache for loaded cell as it is used to place grass lod.
sheson Posted June 19, 2025 Author Posted June 19, 2025 1 hour ago, Dimon said: Thanks for answers, here is my general log and tree log file. I may have got it wrong, but I thought that you need to keep all mods you want lod generated for enabled and included in load order, so program may read them and took models from mod to generate lod of them. Maybe there need to be some additional resources, but I thought tool will use native mod models to create their lod. If I may ask I also have question about grass lod. I have succesfully it generated, but as move through world cells and previously inactive cells with lod being loaded - grass lod rapidly disapears and after some time full models come to its place. I expected that first full models would be loaded before lod being unloaded. Not to mention that full grass models should already be in memory as they are already placed and displayed in active cells, as well as grass placement cache for loaded cell as it is used to place grass lod. No DynDOLOD debug log or DynDOLOD_SEE_Tree_Report.txt was provided. As already explained, for 3D tree LOD 3D tree LOD models need to exist and be installed for the tree mods(s) in the load order. 3D tree LOD models are not created automatically. As already explained, TexGen generates the (HD) tree LOD billboards for the higher LOD levels and as fallback in case 3D LOD models do not exist. The game only has a limited cell buffer for already loaded cells. That is why the grass cache exists, so the game does not have to create the full grass every time. Make sure to set the appropriate DynDOLOD-Grass-Mode in the NGIO config as explained in the https://dyndolod.info/Help/Grass-LOD#Settings. You might also want to set Make sure to set [Grass] bEnableGrassFade=0 in Skyrim.ini or SkyeimCustom.ini.
sheson Posted June 19, 2025 Author Posted June 19, 2025 3 hours ago, gios4ma said: Vortex deployment blocked because Lux Orbis is incompatible with Dyndolod Resources 3.00 You seem to have a problem with understanding some message from a mod manager. However, neither the actual message from the mod manager or information about the load order was provided. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum There may be a conflict of files, e.g. a mod contains one or more of the same file paths and file names as DynDOLOD Resources. A proper mod manager should detail which files conflict in its message or somehow provide that information, so we know what it actually reporting. Such conflicts and what should win is a normal occurrence when installing mods. Read and follow the https://dyndolod.info/Installation-Instructions: Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations. See https://dyndolod.info/Help/Load-Overwrite-Orders#Before-Generation, this might apply: DynDOLOD Resources also contains a few updated full models and textures to fix various minor issues. They should overwrite unofficial patches and Skyrim particle patch for ENB - their changes are carried forward or improved. Typically they should be overwritten by other mods - sometimes at the expense of LOD maybe not matching as well anymore. This depends on user preference.
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